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December 22, 2014
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December 22, 2014
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What can F2P developers learn from premium games? Find out at GDC  
by Staff [12.19.14]
Free-to-play and premium games may have different business models, but they can still share similar aspirations when it comes to excellent design. Learn what F2P can learn from P2P at GDC 2015.
Design, Social/Online, GDC

2015 IGF announces Design, Audio juries  
by GDC Staff [12.22.14]
Proceedings are well underway for the jurying phase of the 2015 Independent Games Festival, in which discipline-specific experts play and discuss the merits of the nearly 650 games entered.
Audio, Smartphone/Tablet, Social/Online, Indie, Console/PC, Art, Production, Programming, Design, Business/Marketing, GDC

How to estimate the time needed for game localization  
by Gamasutra Community [12.22.14]
A quick guide for both the localization company and the game developer or publisher -- how to create a realistic estimate of the time it'll take and, then, the cost of that time.
Business/Marketing, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The three sources of quality in game audio  
by Gamasutra Community [12.22.14]
"When considering 'quality' in both the output and processes of a game audio department, there are three key areas... These three areas all place the user experience first and foremost."
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Game audio pillars  
by Gamasutra Community [12.19.14]
"The thought here is to provide high-level transparent goals for the audio department within a development environment, and to serve as a series of checks and balances by having a longer term strategic outlook."
Audio, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Heads up: Security vulnerability discovered in git clients 3
by Christian Nutt [12.18.14]
"A critical Git security vulnerability has been announced today, affecting all versions of the official Git client," GitHub says. An update is live for its services, but everyone using git should be careful.
Programming, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Communication for the win: Helping teams work together  
by Gamasutra Community [12.18.14]
Good communication: "From AAA teams to little indie outfits like us, nearly every developer has to confront this reality at some point. Still, I have seen firsthand that this can make or break a project."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

The agile principles of game design and development 6
by Gamasutra Community [12.18.14]
"Lets face it -- the Agile Manifesto is very much Software Engineer focused. This redrafting is a bit of an experiment in changing the principles to make sense for game design/development."
Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


Rebooting the world's first MMORPG: A Habitat story 2
by Chris Barylick [10.06.14]
Recently, the original creators of the world's first massively multiplayer online role-playing game got together with other game developers to bring a history to the present.
Design, Social/Online, History

Understanding the successful relaunch of Final Fantasy XIV 10
by Christian Nutt [04.18.14]
Producer and director Naoki Yoshida sits down with Gamasutra for an in-depth interview about why he took on his successful quest to reboot a failed MMO into an all-new project.
Business/Marketing, Design, Production, Console/PC, Social/Online

Diversity, communication, and Animal Crossing: New Leaf 1
by Christian Nutt [04.02.14]
Aya Kyogoku, co-director, and Katsuya Eguchi, producer, sit down and discuss the development of Animal Crossing: New Leaf, and how fostering a diverse, communicative team leads to the best results.
Design, Production, Console/PC, Social/Online

What's next for Puzzle & Dragons and GungHo? 16
by Christian Nutt [03.28.14]
The president and CEO of GungHo, the studio behind the massive success Puzzle & Dragons, explains his philosophy toward game development, his studio's relationship with Supercell, free-to-play, and more.
Business/Marketing, Design, Console/PC, Social/Online, Smartphone/Tablet, Mobile Games

Ethical Free-to-Play Game Design (And Why it Matters) 108
by Greg Costikyan [01.10.14]
Ex-Playdom senior designer and game industry veteran Greg Costikyan takes a hard look at free-to-play design and business practices and urges the industry to change them -- as ethical design will increase long-term value.
Business/Marketing, Design, Social/Online, Smartphone/Tablet


The Power of Advertising and Cornering the Casual Market  
by Ulyana Chernyak [12.22.14]
Discoverability for the mobile and casual markets is becoming increasingly more difficult and today's post looks at how the ones who are already on the top are leveraging advertising to continue their dominance of the market.
Business/Marketing, Design, Production, Console/PC, Indie, Social/Online, Smartphone/Tablet

Games as letters  
by Melissa Hadfield [12.22.14]
Using interactivity to challenge the assumption of writing letters to companies.
Art, Social/Online

Making Minions  
by Dan Hollinger [12.22.14]
Trion details the new Minion system added to Rift in the game's latest expansion, Nightmare Tide.
Design, Console/PC, Social/Online

What Developers Can Do About Pirating Games  
by Ulyana Chernyak [12.19.14]
Piracy is a serious concern for game developers and today's post looks at some of the options available to designers to try and combat piracy.
Business/Marketing, Design, Production, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet

Hiring a gamedev artist? Here are some things to keep in mind  
by Zachary Strebeck [12.19.14]
Game lawyer Zachary Strebeck interviews game artists Art Vogt and Lux for some opinions on how game developers should deal with paying their artists.
Business/Marketing, Design, Production, Art, Console/PC, Serious, Indie, Social/Online, Smartphone/Tablet


GREE International — San Francisco, California, United States
[12.22.14]
Director/Sr. Director of Engineering - RPG
We're looking for a Director/Sr. Director of Engineering to lead development on one of our RPG titles! Reporting to the head of engineering for the studio, your mandate will be to hire and train world-class iOS, Android, Unity and Server engineers, manage and mentor the team, and provide technical insight and direction to the project.

Sega Networks Inc. — Madison, Wisconsin, United States
[12.22.14]
Mobile Game Engineer


Nordeus — London, England, United Kingdom
[12.22.14]
Lead Game Designer


Gameloft — Seattle, Washington, United States
[12.19.14]
Gameplay Programmer


GameDuell — Berlin, Germany
[12.19.14]
Lead Mobile Games Developer (iOS/Android)


PlayRaven — Helsinki, Finland
[12.19.14]
GAME LEAD


Rumble Entertainment, Inc. — San Mateo, California, United States
[12.18.14]
Senior Platform Engineer


Irrational Games — Quincy, Massachusetts, United States
[12.18.14]
IT Manager


2K — Novato, California, United States
[12.17.14]
Director of Social Marketing
This position is based out of Novato, CA. The Director of Social Marketing will lead the team charged with growing, managing and driving 2K’s engagement with consumers across digital and social media throughout the product life-cycles and for the 2K brand overall. This role will be responsible for the design, development and implementation of 2K’s Social Marketing Strategy and execution. Our goal is to expose more people to our games and brands and to deepen our brands’ relationships, conversations and engagement levels with our consumers.

ArenaNet — Bellevue, Washington, United States
[12.17.14]
Audio Programmer